Post by Enkeria Gin on Feb 9, 2017 19:01:47 GMT -6

Simple feedback that may get a bit advanced along the way if we grind some ideas here.

Focus: The Save Rooms.

Topic: How can we make these a bit more multi-functional, since we already have these?

How about every Save Room actually have one or two of these:

Random chance of one of three different shops with a few special products you can buy

Pillars of buffs (or curses) that sustain for a short period of time.

Some fixed Save Rooms are actually a combination of the old Teleportation Rooms (2-in-1)

Random Lore Book with a random chapter about Enemies, Bosses, Familiars, NPCs, The Castle and the Playable Characters.

Fountain of Glass: A boost in Stained Glass Fragments (those flowers, dunno about the names).

Chest with random loot.

A special exotic enemy, you can kill or watch flee (does not attack).

A dead chamber, which gets life once you enter - giving you additional experience for the effort.

The presence of Iga, Mana or an empty throne, with low or none interaction.

Portrait of art by your choosing with special width and height, which can be uploaded in a special folder on your harddrive (no matter platform, Switch too?).

Wall Murals that can hint on silly cheat codes, secrets or strategies in upcoming boss battles, perhaps in need for seeing two or more murals to actually get the whole information, with a riddle to be solved.

And, when open a saved game, unless its a combinated Teleportation Room, its empty. Same goes with all rooms having a cool-down in generating different features -or- generated once per playthrough!

Post by Lestaroth on Feb 9, 2017 22:07:43 GMT -6

I am sorry to say that the blue color for a font was a bad choice. I got to squint to see the words.

Special Shops? Maybe in the village instead.

The teleportation room... I had an idea about the save room being a safe room where Miriam could use a special pendant (acquired from the start) and be able to warp from there, even her room (I originally felt that the only save point would be there too). You could then choose to warp back to any safe rooms, with a listing of all you've visited so far, including the latest.The art and book I thought about too, I wanted them to be in Miriam's room as well.

I'd rather have special guests in a secret room, visiting it by pure chance can prove annoying (and I do play that sort of games. Yume 2kki is the current one).

The other randomized features don't inspire me so much... Maybe a training room then?As for the random loot, it should be about a low-level gift. Why not have a NPC giving them periodically instead? Spamming visits would be not good, trust me."A faerie assigned to Gift will grant the player an item upon visit. The item granted depends on the amount of time spent between each visit. The more fairies you assign, the more gifts you can get." Source: Faerie Village, Breath of Fire wiki (wikia). Feature from Breath of Fire III.Well, I don't think we need more than one NPC giving you presents. ^^

Oh and I truly wished that the NPCs in Miriam's room would be special familiars... Her childhood friends, with thier soul saved, but their appearance being different.More in my own post about familiars, in Pure Miriam's dedicated thread.

Post by Arcueid Brunestud on Feb 10, 2017 18:56:21 GMT -6

How about getting a small story related cutscene for the first save in every save room? Could be a small flashback or anything related to Miriam to help get the player attached to her, and give more incentive to find save rooms and use them rather than skipping over them when they feel they don't need to save.

Post by Lestaroth on Feb 10, 2017 19:44:35 GMT -6

How about getting a small story related cutscene for the first save in every save room? Could be a small flashback or anything related to Miriam to help get the player attached to her, and give more incentive to find save rooms and use them rather than skipping over them when they feel they don't need to save.

If each room has something that can jolt her memory awake piece by piece (maybe by a specific trinket found in each of them), I would say it's an interesting idea.

Post by Enkeria Gin on Feb 11, 2017 17:29:39 GMT -6

How about getting a small story related cutscene for the first save in every save room? Could be a small flashback or anything related to Miriam to help get the player attached to her, and give more incentive to find save rooms and use them rather than skipping over them when they feel they don't need to save.

If each room has something that can jolt her memory awake piece by piece (maybe by a specific trinket found in each of them), I would say it's an interesting idea.

Post by Lestaroth on Feb 11, 2017 17:50:08 GMT -6

If each room has something that can jolt her memory awake piece by piece (maybe by a specific trinket found in each of them), I would say it's an interesting idea.

Like the Tome I mentioned?

More like seemingly forever-lost items from her childhood... A reminder of more difficult, down-to-earth moments that required a strong will.Gebel, on the other hand, would try to make Miriam forget about this, so she can feel better.

Needless to say my vision of a true ending is all about succeeding in that struggle. Going against denial and convenience.Also a test of courage, self-worth, leading to genuine accomplishment.

Post by Dragon_of_Dojima on Mar 27, 2017 17:35:57 GMT -6

I like Arcueid's idea a lot. The rest I see are either random or hard, though the troll save room would be hilarious.

Maybe the save rooms could be in another dimension. The door isn't really a door, but a portal.

I'd like a martial arts move tutor to be in one of these actually or move tutors in general to be found in save rooms. In addition to learning the kick, you could learn an overhand right or the shoryuken, or maybe a dive kick?

Post by Foffy on Mar 28, 2017 7:28:28 GMT -6

I think making the save room a type of hub sounds interesting, but I'd like what they do with it to have sense. For example, Vincent's shop in Portrait of Ruin is a save room where you can buy stuff.

Maybe after getting a certain ability in the game, you unlock familiars for the save room, each having special perks? Perhaps one demon, when interacting with it, allows you to to use loot you picked up to make buffs to weapons? Give up a bit of the materials given to you via a flame demon to buff a sword with flame damage, something like that.

Of course, risks here are that it would make Igarashi's usual way of placing stuff like this redundant, as he likes to focus on one area in his games where the purchasing and tinkering with systems like this is done, such as how with Dawn of Sorrow you have Yoko and Hammer in the same area.

Post by Lestaroth on Mar 28, 2017 9:49:45 GMT -6

I think making the save room a type of hub sounds interesting, but I'd like what they do with it to have sense. For example, Vincent's shop in Portrait of Ruin is a save room where you can buy stuff.

Maybe after getting a certain ability in the game, you unlock familiars for the save room, each having special perks? Perhaps one demon, when interacting with it, allows you to to use loot you picked up to make buffs to weapons? Give up a bit of the materials given to you via a flame demon to buff a sword with flame damage, something like that.

Of course, risks here are that it would make Igarashi's usual way of placing stuff like this redundant, as he likes to focus on one area in his games where the purchasing and tinkering with systems like this is done, such as how with Dawn of Sorrow you have Yoko and Hammer in the same area.

Indeed!Like I must have said a few times, it's hard to be original these days and it's also tricky to implement ideas that were not present in past games, especially Castlevania ones or at least only use a handful of them.

Otherwise, the penalty for it would be players and critics uttering "Oh, it's like in (castlevania game)! Couldn't they be more original and not rip it off?", "Hey, same boring crap mechanics!" or "Ah, Bloodstained sure is a spiritual successor, so much they didn't have enough novel ideas, even with their community".

...That said, as long as the final game doesn't end crappy, I don't mind recycled concepts... just not too many of them.

Post by Lestaroth on Mar 28, 2017 14:32:46 GMT -6

Have each room for save a gateway to previous defeated bosses, to just gain (less) xp, and have fun... ?

I admit it would be fun treating bosses as punching bags after you're become stronger.

"Remember me, huh? HUH?!", then you beat him/her/it to a pulp.

I tend to do that in my most bored moments in MMOs when one creature or boss ticked me off, esp' by being cheap or causing me character death (just recently they died from poisonous spiders that regroup and spew gradually stronger poison that can't be cured, it only dissipates after a little while. I shall torment a good bunch of them in turn in a near future).

In Lightning Returns: FF XIII, there is a database of the bosses you previously beat* and you can challenge again and as much as you want, for a better battle rating (up to 5 stars).They were just for online bragging rights, it seems.

*It is available at the beginning of each day, before you are sent to Nova Chysalia (and make the clock tick again).

Post by Galamoth on Mar 28, 2017 15:43:19 GMT -6

As an addendum to my previous post, I'd personally love it if the "statues" (or certain other decorations) in each Save Room are modeled after one of the seventy-two Demons of the Lesser Key of Solomon... A stylized depiction of each, if you will. Especially if the total number of Save Rooms in Gebel's Castle [and beyond] is exactly seventy-two (or at least however many of the Lesser Key demons are actually used in this game).

There's most likely not going to be that many Save Rooms in the game, but I think it would be a nice touch to further distinguish between these safe havens. If you were to memorize these distinct designs, it would be a way to measure your progress in exploration of Gebel's Castle so far.

Post by Enkeria Gin on Mar 28, 2017 16:55:27 GMT -6

As an addendum to my previous post, I'd personally love it if the "statues" (or certain other decorations) in each Save Room are modeled after one of the seventy-two Demons of the Lesser Key of Solomon... A stylized depiction of each, if you will. Especially if the total number of Save Rooms in Gebel's Castle [and beyond] is exactly seventy-two (or at least however many of the Lesser Key demons are actually used in this game).

There's most likely not going to be that many Save Rooms in the game, but I think it would be a nice touch to further distinguish between these safe havens. If you were to memorize these distinct designs, it would be a way to measure your progress in exploration of Gebel's Castle so far.

Or statues after each time you defeat the bosses, you walk up to them and enter the "memory" to combat them again, a combination of what I wrote.

It could be random 4 statues in each room, spreading them out across the map. The statues could be stone until beaten, and then turn into... bronze if done good, silver in defeated better and of course gold if defeated flawlessly.. Having also some kind of score / time in these save rooms for you to beat again, and again.

The Statues would not represent the evil monster itself, but the Boss it WOULD be minion out of.

This would be a game within a game, and a way to actually expand the main game and NOT a mode. Boss Rush would still be viable as a different mode, as well as the time attack mode (can't remember exact name). Just, different kinds of rules. These bosses, in the save room style, would be affected by the type of weapon and level you are in, and scale with that somehow, while the modes have hard rules with your hero having always same level and same strengths and attributes...

Post by Squirrel Taskmaster on Mar 29, 2017 18:37:57 GMT -6

I like the idea of lore books or wall hints, but I'd take it a step further and make them insane ramblings from someone that sounds like they've been snorting ground-up shoggoths. Hahaha, or what if they disappear after you read them, then at some point you learn that the messages are put there by souls of other adventurers trapped in the walls, complete with one that you might not have understood the first time you saw it where the message is begging you not to read it because that will cause it to cease to exist.

Post by anonthemouse on Mar 30, 2017 4:37:06 GMT -6

I think I can spitball off of a few of the ideas here. I really like the idea of save rooms containing special rewards, of them having the Lesser Demon statues, and the idea of training areas. Maybe instead of a simple boss re-fight, each save room could include a bell, lever, or other intractable object that lets you go into a training area with an obstacle course and/or some enemies to fight, where you can practice your skills. Maybe you sleep in a bed to save, and have the option to enter a dream... However, each training room also has a secret challenge, hinted by a mural, window, painting, or other feature in that room. Complete the challenge, and you receive a secret reward from the statues.

crocodile: Thanks for the well wishes everyone. Been busy with life (+ no updates) means I haven't been checking around here super often but do know I still love all you guys Aug 16, 2017 18:11:01 GMT -6